Files
libremetaverse/Programs/Simian/Extensions/Movement.cs
John Hurliman 1ab82e4f17 * Removed Agent.CurrentPosition in favor of Agent.Avatar.Position
* Stubbed out the UDP teleport request handler
* Removed some redundancies in the ISceneProvider interface between objects and agents, and fixed SceneManager to operate on both agent and object stores where needed

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2424 52acb1d6-8a22-11de-b505-999d5b087335
2009-02-03 01:59:46 +00:00

441 lines
20 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using ExtensionLoader;
using OpenMetaverse;
using OpenMetaverse.Packets;
namespace Simian.Extensions
{
public class Movement : IExtension<Simian>
{
const int UPDATE_ITERATION = 100; //rate in milliseconds to send ObjectUpdate
const bool ENVIRONMENT_SOUNDS = true; //collision sounds, splashing, etc
const float GRAVITY = 9.8f; //meters/sec
const float WALK_SPEED = 3f; //meters/sec
const float RUN_SPEED = 5f; //meters/sec
const float FLY_SPEED = 10f; //meters/sec
const float FALL_DELAY = 0.33f; //seconds before starting animation
const float FALL_FORGIVENESS = 0.25f; //fall buffer in meters
const float JUMP_IMPULSE_VERTICAL = 8.5f; //boost amount in meters/sec
const float JUMP_IMPULSE_HORIZONTAL = 10f; //boost amount in meters/sec
const float INITIAL_HOVER_IMPULSE = 2f; //boost amount in meters/sec
const float PREJUMP_DELAY = 0.25f; //seconds before actually jumping
const float AVATAR_TERMINAL_VELOCITY = 54f; //~120mph
static readonly UUID BIG_SPLASH_SOUND = new UUID("486475b9-1460-4969-871e-fad973b38015");
const float SQRT_TWO = 1.41421356f;
Simian server;
Timer updateTimer;
long lastTick;
TerrainPatch[,] heightmap = new TerrainPatch[16, 16];
public int LastTick
{
get { return (int) Interlocked.Read(ref lastTick); }
set { Interlocked.Exchange(ref lastTick, value); }
}
public Movement()
{
}
public void Start(Simian server)
{
this.server = server;
server.Scene.OnTerrainUpdate += Scene_OnTerrainUpdate;
server.UDP.RegisterPacketCallback(PacketType.AgentUpdate, AgentUpdateHandler);
server.UDP.RegisterPacketCallback(PacketType.SetAlwaysRun, SetAlwaysRunHandler);
updateTimer = new Timer(new TimerCallback(UpdateTimer_Elapsed));
LastTick = Environment.TickCount;
updateTimer.Change(UPDATE_ITERATION, UPDATE_ITERATION);
}
public void Stop()
{
if (updateTimer != null)
{
updateTimer.Dispose();
updateTimer = null;
}
}
void Scene_OnTerrainUpdate(object sender, uint x, uint y, float[,] patchData)
{
TerrainPatch patch = new TerrainPatch(16, 16);
patch.Height = patchData;
heightmap[y, x] = patch;
}
void UpdateTimer_Elapsed(object sender)
{
int tick = Environment.TickCount;
float seconds = (float)((tick - LastTick) / 1000f);
LastTick = tick;
server.Scene.ForEachAgent(
delegate(Agent agent)
{
bool animsChanged = false;
// Create forward and left vectors from the current avatar rotation
Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(agent.Avatar.Rotation);
Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
// Check control flags
bool heldForward = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
bool heldBack = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
bool heldLeft = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
bool heldRight = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
bool heldTurnLeft = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
bool heldTurnRight = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
bool heldUp = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
bool heldDown = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
bool flying = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
bool mouselook = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
// direction in which the avatar is trying to move
Vector3 move = Vector3.Zero;
if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
if (heldLeft) { move.X += left.X; move.Y += left.Y; }
if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
if (heldUp) { move.Z += 1; }
if (heldDown) { move.Z -= 1; }
// is the avatar trying to move?
bool moving = move != Vector3.Zero;
bool jumping = agent.TickJump != 0;
// 2-dimensional speed multipler
float speed = seconds * (flying ? FLY_SPEED : agent.Running && !jumping ? RUN_SPEED : WALK_SPEED);
if ((heldForward || heldBack) && (heldLeft || heldRight))
speed /= SQRT_TWO;
// adjust multiplier for Z dimension
float oldFloor = GetLandHeightAt(agent.Avatar.Position);
float newFloor = GetLandHeightAt(agent.Avatar.Position + (move * speed));
if (!flying && newFloor != oldFloor)
speed /= (1 + (SQRT_TWO * Math.Abs(newFloor - oldFloor)));
// least possible distance from avatar to the ground
// TODO: calculate to get rid of "bot squat"
float lowerLimit = newFloor + agent.Avatar.Scale.Z / 2;
// TODO: check our Z (minus height/2) compared to all the prim
// bounding boxes, and define a new lowerLimit as a hack for platforms
// Z acceleration resulting from gravity
float gravity = 0f;
float waterChestHeight = server.Scene.WaterHeight - (agent.Avatar.Scale.Z * .33f);
if (flying)
{
agent.TickFall = 0;
agent.TickJump = 0;
//velocity falloff while flying
agent.Avatar.Velocity.X *= 0.66f;
agent.Avatar.Velocity.Y *= 0.66f;
agent.Avatar.Velocity.Z *= 0.33f;
if (agent.Avatar.Position.Z == lowerLimit)
agent.Avatar.Velocity.Z += INITIAL_HOVER_IMPULSE;
if (move.X != 0 || move.Y != 0)
{ //flying horizontally
if (server.Avatars.SetDefaultAnimation(agent, Animations.FLY))
animsChanged = true;
}
else if (move.Z > 0)
{ //flying straight up
if (server.Avatars.SetDefaultAnimation(agent, Animations.HOVER_UP))
animsChanged = true;
}
else if (move.Z < 0)
{ //flying straight down
if (server.Avatars.SetDefaultAnimation(agent, Animations.HOVER_DOWN))
animsChanged = true;
}
else
{ //hovering in the air
if (server.Avatars.SetDefaultAnimation(agent, Animations.HOVER))
animsChanged = true;
}
}
else if (agent.Avatar.Position.Z > lowerLimit + FALL_FORGIVENESS || agent.Avatar.Position.Z <= waterChestHeight)
{ //falling, floating, or landing from a jump
if (agent.Avatar.Position.Z > server.Scene.WaterHeight)
{ //above water
move = Vector3.Zero; //override controls while drifting
agent.Avatar.Velocity *= 0.95f; //keep most of our inertia
float fallElapsed = (float)(Environment.TickCount - agent.TickFall) / 1000f;
if (agent.TickFall == 0 || (fallElapsed > FALL_DELAY && agent.Avatar.Velocity.Z >= 0f))
{ //just started falling
agent.TickFall = Environment.TickCount;
}
else
{
gravity = GRAVITY * fallElapsed * seconds; //normal gravity
if (!jumping)
{ //falling
if (fallElapsed > FALL_DELAY)
{ //falling long enough to trigger the animation
if (server.Avatars.SetDefaultAnimation(agent, Animations.FALLDOWN))
animsChanged = true;
}
}
}
}
else if (agent.Avatar.Position.Z >= waterChestHeight)
{ //at the water line
gravity = 0f;
agent.Avatar.Velocity *= 0.5f;
agent.Avatar.Velocity.Z = 0f;
if (move.Z < 1) agent.Avatar.Position.Z = waterChestHeight;
if (move.Z > 0)
{
if (server.Avatars.SetDefaultAnimation(agent, Animations.HOVER_UP))
animsChanged = true;
}
else if (move.X != 0 || move.Y != 0)
{
if (server.Avatars.SetDefaultAnimation(agent, Animations.FLYSLOW))
animsChanged = true;
}
else
{
if (server.Avatars.SetDefaultAnimation(agent, Animations.HOVER))
animsChanged = true;
}
}
else
{ //underwater
gravity = 0f; //buoyant
agent.Avatar.Velocity *= 0.5f * seconds;
agent.Avatar.Velocity.Z += 0.75f * seconds;
if (server.Avatars.SetDefaultAnimation(agent, Animations.FALLDOWN))
animsChanged = true;
}
}
else
{ //on the ground
agent.TickFall = 0;
//friction
agent.Avatar.Acceleration *= 0.2f;
agent.Avatar.Velocity *= 0.2f;
agent.Avatar.Position.Z = lowerLimit;
if (move.Z > 0)
{ //jumping
if (!jumping)
{ //begin prejump
move.Z = 0; //override Z control
if (server.Avatars.SetDefaultAnimation(agent, Animations.PRE_JUMP))
animsChanged = true;
agent.TickJump = Environment.TickCount;
}
else if (Environment.TickCount - agent.TickJump > PREJUMP_DELAY * 1000)
{ //start actual jump
if (agent.TickJump == -1)
{
//already jumping! end current jump
agent.TickJump = 0;
return;
}
if (server.Avatars.SetDefaultAnimation(agent, Animations.JUMP))
animsChanged = true;
agent.Avatar.Velocity.X += agent.Avatar.Acceleration.X * JUMP_IMPULSE_HORIZONTAL;
agent.Avatar.Velocity.Y += agent.Avatar.Acceleration.Y * JUMP_IMPULSE_HORIZONTAL;
agent.Avatar.Velocity.Z = JUMP_IMPULSE_VERTICAL * seconds;
agent.TickJump = -1; //flag that we are currently jumping
}
else move.Z = 0; //override Z control
}
else
{ //not jumping
agent.TickJump = 0;
if (move.X != 0 || move.Y != 0)
{ //not walking
if (move.Z < 0)
{ //crouchwalking
if (server.Avatars.SetDefaultAnimation(agent, Animations.CROUCHWALK))
animsChanged = true;
}
else if (agent.Running)
{ //running
if (server.Avatars.SetDefaultAnimation(agent, Animations.RUN))
animsChanged = true;
}
else
{ //walking
if (server.Avatars.SetDefaultAnimation(agent, Animations.WALK))
animsChanged = true;
}
}
else
{ //walking
if (move.Z < 0)
{ //crouching
if (server.Avatars.SetDefaultAnimation(agent, Animations.CROUCH))
animsChanged = true;
}
else
{ //standing
if (server.Avatars.SetDefaultAnimation(agent, Animations.STAND))
animsChanged = true;
}
}
}
}
if (animsChanged)
server.Avatars.SendAnimations(agent);
float maxVel = AVATAR_TERMINAL_VELOCITY * seconds;
// static acceleration when any control is held, otherwise none
if (moving)
{
agent.Avatar.Acceleration = move * speed;
if (agent.Avatar.Acceleration.Z < -maxVel)
agent.Avatar.Acceleration.Z = -maxVel;
else if (agent.Avatar.Acceleration.Z > maxVel)
agent.Avatar.Acceleration.Z = maxVel;
}
else agent.Avatar.Acceleration = Vector3.Zero;
agent.Avatar.Velocity += agent.Avatar.Acceleration - new Vector3(0f, 0f, gravity);
if (agent.Avatar.Velocity.Z < -maxVel)
agent.Avatar.Velocity.Z = -maxVel;
else if (agent.Avatar.Velocity.Z > maxVel)
agent.Avatar.Velocity.Z = maxVel;
agent.Avatar.Position += agent.Avatar.Velocity;
if (agent.Avatar.Position.X < 0) agent.Avatar.Position.X = 0f;
else if (agent.Avatar.Position.X > 255) agent.Avatar.Position.X = 255f;
if (agent.Avatar.Position.Y < 0) agent.Avatar.Position.Y = 0f;
else if (agent.Avatar.Position.Y > 255) agent.Avatar.Position.Y = 255f;
if (agent.Avatar.Position.Z < lowerLimit) agent.Avatar.Position.Z = lowerLimit;
}
);
}
void AgentUpdateHandler(Packet packet, Agent agent)
{
AgentUpdatePacket update = (AgentUpdatePacket)packet;
agent.Avatar.Rotation = update.AgentData.BodyRotation;
agent.ControlFlags = (AgentManager.ControlFlags)update.AgentData.ControlFlags;
agent.Avatar.PrimData.State = update.AgentData.State; // FIXME: Are these two different state variables?
agent.Flags = (PrimFlags)update.AgentData.Flags;
ObjectUpdatePacket fullUpdate = SimulationObject.BuildFullUpdate(agent.Avatar,
server.Scene.RegionHandle, agent.Flags);
server.UDP.BroadcastPacket(fullUpdate, PacketCategory.State);
}
void SetAlwaysRunHandler(Packet packet, Agent agent)
{
SetAlwaysRunPacket run = (SetAlwaysRunPacket)packet;
agent.Running = run.AgentData.AlwaysRun;
}
float GetLandHeightAt(Vector3 position)
{
int x = (int)position.X;
int y = (int)position.Y;
if (x > 255) x = 255;
else if (x < 0) x = 0;
if (y > 255) y = 255;
else if (y < 0) y = 0;
int patchX = x / 16;
int patchY = y / 16;
if (heightmap[patchY, patchX] != null)
{
float center = heightmap[patchY, patchX].Height[y - (patchY * 16), x - (patchX * 16)];
float distX = position.X - (int)position.X;
float distY = position.Y - (int)position.Y;
float nearestX;
float nearestY;
if (distX > 0f)
{
int i = x < 255 ? 1 : 0;
int newPatchX = (x + i) / 16;
nearestX = heightmap[patchY, newPatchX].Height[y - (patchY * 16), (x + i) - (newPatchX * 16)];
}
else
{
int i = x > 0 ? 1 : 0;
int newPatchX = (x - i) / 16;
nearestX = heightmap[patchY, newPatchX].Height[y - (patchY * 16), (x - i) - (newPatchX * 16)];
}
if (distY > 0f)
{
int i = y < 255 ? 1 : 0;
int newPatchY = (y + i) / 16;
nearestY = heightmap[newPatchY, patchX].Height[(y + i) - (newPatchY * 16), x - (patchX * 16)];
}
else
{
int i = y > 0 ? 1 : 0;
int newPatchY = (y - i) / 16;
nearestY = heightmap[newPatchY, patchX].Height[(y - i) - (newPatchY * 16), x - (patchX * 16)];
}
float lerpX = Utils.Lerp(center, nearestX, Math.Abs(distX));
float lerpY = Utils.Lerp(center, nearestY, Math.Abs(distY));
return ((lerpX + lerpY) / 2);
}
else
{
return 0f;
}
}
}
}